// Update is called once per frame void Update() { horiz = Input.GetAxisRaw("Horizontal"); if (rb.velocity.x != 0 && on_ground && horiz != 0) { count++; } if (horiz != 0 && rb.velocity.magnitude < max_vel) { rb.velocity += new Vector2(horiz * speed * Time.deltaTime, 0); } else if (horiz == 0) { rb.velocity -= new Vector2(rb.velocity.x / decel, 0); } if (horiz < 0 && is_right == true && can_attack) { is_right = false; ac.rotate_sword(); } else if (horiz > 0 && is_right == false && can_attack) { is_right = true; ac.rotate_sword(); } if (Input.GetKeyDown(KeyCode.Space)) { if (touching_ground()) { rb.AddForce(new Vector2(0, jump_power), ForceMode2D.Impulse); need_land = true; } } if (Input.GetKeyDown(KeyCode.Mouse0) && can_attack) { ac.attack(); } if (count >= 24) { step.Step(); count = 0; } }
// Update is called once per frame void Update() { horiz = Find_Player(); if (rb.velocity.x != 0 && on_ground) { count++; } if (horiz != 0 && rb.velocity.magnitude < max_vel) { rb.velocity += new Vector2(horiz * speed * Time.deltaTime, 0); } else if (horiz == 0) { rb.velocity -= new Vector2(rb.velocity.x / decel, 0); } if (rb.velocity.x < 0 && is_right == true) { is_right = false; ac.rotate_sword(); } else if (rb.velocity.x > 0 && is_right == false) { is_right = true; ac.rotate_sword(); } if (count >= 24) { step.Step(); count = 0; } if (Mathf.Abs(transform.position.magnitude - player.transform.position.magnitude) < 1f) { ac.attack(); } }